GM Xavier Kahlvet's Strange Aeons 2e

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Boodiddly: 1 | Jevar: 1 | Kolgradd: 2 | Shohreh: 1


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male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Is it clear that this is in fact a copy of Mun? I don't know that we'd be able to tell the original from copies. (this could be the real one for all we know).


| Strange Aeons | Hell's Rebels | ◆◇↻

You have no idea.


| Strange Aeons | Hell's Rebels | ◆◇↻

Okay, I'm am going to say this right now, Jevar: except in very specific extenuating circumstances, please assume that the entire party Refocuses back up to full after every combat.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Apologies, I never got into a good habit of simply auto-resetting focus points after combat. I'll fix that.


LG Male Medium Dwarf Fighter 11 (He/Him) | HP 164/164 (Resist: Slashing 4)| AC 33 (34 with shield) | F +21 [Battle Hardened] R +18 W[+19 vs. emotion] +20 | Perc +21 (+23 for init) | Speed 25ft | Spells 1st: Sure Strike, Sure Strike 2nd: Mirror Image 3rd: Time Jump Helm: 2/2| Class DC 30

I'm going on holiday tomorrow, and I'll be away until Thursday 16th. Please bot me as necessary, I may be able to post from my phone but I may not.


| Strange Aeons | Hell's Rebels | ◆◇↻

I might not be able to get a post out today; something just came up and I'm not sure if I'll be able to until at least much later in the day.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

It looks like wizards lost a class feat in the remaster. Will adjust in the next day or two.


| Strange Aeons | Hell's Rebels | ◆◇↻

Hold off until the end of this combat


Female Changeling Cleric 11 | HP 111/140 | AC 28 | F: +19, R: +20, W: +24 (Resolute) | Perc: +21, Stealth: +17 | Speed 30ft | Font: 5/5 | Hero Points: 1/3 | Focus Pool: 1/1 | Staff Charges: 6/6 | Reactions: Blood Vendetta | Conditions: Vital Beacon (5d10)
Jevar Shadowmantle wrote:
It looks like wizards lost a class feat in the remaster. Will adjust in the next day or two.

Less that you lost it, and more that now it's just part of the Universalist/School of Unified Magical Theory, instead of needing to pick it up separately at the cost of a feat.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Yeah, I just did the upgrade on another character today and saw that.


| Strange Aeons | Hell's Rebels | ◆◇↻

Alright, so…the remaster is released. And with it, I would like to also transition this game to the remaster properly now. Now, the remaster stuff won’t hit AoN until much later, but I’m going to assume that y’all probably have the PDFs anyways.

I am giving you each the opportunity to freely retrain stuff about your characters to bring them up to date with new options, etc. This won’t affect a whole lot going on at the table, but I would still like to extend the offer. I will assume that y’all will want to adhere closely to how your characters are built as-is. But some notes for each of y’all specifically:

@Boodiddly: Gnome Obsession is now different. Ritual Lore no longer auto-scales for you, just Cooking Lore. But you also get Assurance in exchange. And can retrain that Lore skill with a single day of downtime. Inspire courage and defense got renamed. And Resolve is now known as Performer’s Heart.

@Jevar: If you wish, you can retrain out of the alchemist stuff, or wait until July and I’ll let you bring that stuff into the remaster, as I’m sure those feats will change in the interim. Your school went from “universalist” to “The School of Unified Magical Theory,” which is pretty much the exact same thing. You get an additional level 1 class feat, as you now automatically gain hand of the apprentice. Universal Versatility is no longer a feat, but you can now take Advanced School Spell since you actually HAVE an advanced school spell now (though whether it’ll see much use is a different question entirely). Also, quite a few of your spells got renamed or overhauled.

@Kolgradd: Honestly, not a whole lot changed for your character. Change “Terran” to “Petran” and rename some of your spells and you’re good. Also to specify what your wizard school is—based on the background I would probably recommend School of the Boundary (though Sincomakti is definitely not an “underground “ school in Ustalav).

@Shohreh: Yours is probably the most in-depth. I’m going to say that the Cosmic Caravan pantheon has a sanctification of “can be holy.” Additionally, your divine font is no longer tied to your Cha., so you just have 5 slots of those right out the gate. Cleric also got some decent new feats, so that might be something you want to take a look at, like Void Siphon (creatures that crit-fail against your harm become drained 1).

I would also like to emphasize that I'll be doing what PFS is doing with the remaster. Specifically, you can keep using spells that didn't get reprinted in the remaster, so you don't lose out on mirror image, etc. But they would still need to be the newer versions, so yes, this means that spells like telekinetic projectile no longer add your spellcasting mod to damage anymore.

I have also got a spreadsheet for things that changed in the Remaster process, mostly name changes.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none
GM Xavier Kahlvet wrote:
@Jevar: If you wish, you can retrain out of the alchemist stuff, or wait until July and I’ll let you bring that stuff into the remaster, as I’m sure those feats will change in the interim.

I'm leaning towards keeping the alchemist multi-class as I think it fits the bookishness of his character quite well. He's happy having an incredibly varied array of tools.

GM Xavier Kahlvet wrote:
Your school went from “universalist” to “The School of Unified Magical Theory,” which is pretty much the exact same thing.

Check

GM Xavier Kahlvet wrote:
You get an additional level 1 class feat, as you now automatically gain hand of the apprentice.

Nice. Will probably pick a metamagic here. Reach or widen.

GM Xavier Kahlvet wrote:
Universal Versatility is no longer a feat, but you can now take Advanced School Spell since you actually HAVE an advanced school spell now (though whether it’ll see much use is a different question entirely).

Perhaps. There are a lot of interesting options at the higher feat level to mull over.

GM Xavier Kahlvet wrote:
Also, quite a few of your spells got renamed or overhauled.

I haven't explored this beyond cantrips, but am going to be looking it over in the coming days!


| Strange Aeons | Hell's Rebels | ◆◇↻

Honestly, about half of your spells got renamed. Not mechanical changes, only really a name change. The only spells that mechanically changed are produce flame --> ignition (rolls d6s when used in melee), shield (can now Shield Block any magical damage, not just from magic missile), and acid arrow --> acid grip (1d8 less damage, Reflex save instead of an attack roll, and some forced movement along with it).


LG Male Medium Dwarf Fighter 11 (He/Him) | HP 164/164 (Resist: Slashing 4)| AC 33 (34 with shield) | F +21 [Battle Hardened] R +18 W[+19 vs. emotion] +20 | Perc +21 (+23 for init) | Speed 25ft | Spells 1st: Sure Strike, Sure Strike 2nd: Mirror Image 3rd: Time Jump Helm: 2/2| Class DC 30
GM Xavier Kahlvet wrote:
... but I’m going to assume that y’all probably have the PDFs anyways.

Cries in unfortunate shipping problems. I remain hopeful that customer service will notice my email and grant me some pdfs while I wait, but for now I'm reduced to inferring changes from angry reddit posts :(


Female Changeling Cleric 11 | HP 111/140 | AC 28 | F: +19, R: +20, W: +24 (Resolute) | Perc: +21, Stealth: +17 | Speed 30ft | Font: 5/5 | Hero Points: 1/3 | Focus Pool: 1/1 | Staff Charges: 6/6 | Reactions: Blood Vendetta | Conditions: Vital Beacon (5d10)

Divine lance is good now! I could cry, lol.


| Strange Aeons | Hell's Rebels | ◆◇↻
Kolgradd Thunderiron wrote:
GM Xavier Kahlvet wrote:
... but I’m going to assume that y’all probably have the PDFs anyways.

Cries in unfortunate shipping problems. I remain hopeful that customer service will notice my email and grant me some pdfs while I wait, but for now I'm reduced to inferring changes from angry reddit posts :(

I would honestly reference that spreadsheet I linked above. It really does help with a lot of the smaller stuff.


Female Changeling Cleric 11 | HP 111/140 | AC 28 | F: +19, R: +20, W: +24 (Resolute) | Perc: +21, Stealth: +17 | Speed 30ft | Font: 5/5 | Hero Points: 1/3 | Focus Pool: 1/1 | Staff Charges: 6/6 | Reactions: Blood Vendetta | Conditions: Vital Beacon (5d10)

Made a few changes:

Swapped one of my attribute boosts at 10 from Cha to Str, so I don't end up with a useless partial boost.
Moved Directed Channel to level 4, bumping Doctor's Visitation (which then became my bonus archetype feat).
Put Void Siphon in at level 8.
Renamed various spells, items, and abilities.
I had some scrolls of remove paralysis and remove disease, which I turned into sure footing and cleanse affliction of the same rank.


LG Male Medium Dwarf Fighter 11 (He/Him) | HP 164/164 (Resist: Slashing 4)| AC 33 (34 with shield) | F +21 [Battle Hardened] R +18 W[+19 vs. emotion] +20 | Perc +21 (+23 for init) | Speed 25ft | Spells 1st: Sure Strike, Sure Strike 2nd: Mirror Image 3rd: Time Jump Helm: 2/2| Class DC 30

Customer service have now taken pity on me and granted me the pdfs, it'll be the weekend before I can dig into them though. The spreadsheet looks like a good guide thanks.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Remastering:

- Unified Theory Feet (replaces Hand of Apprentice): Reach Spell
HoA comes for free with the generic spell school selection.

- Class feat 10 (replaces Universal Versatility): Scroll Adept
Universal Versatility is technically the 8th-level selection, but Skill Mastery (his 10th-level selection) is a Feat 8 and if we were allowing retraining I'll take this opportunity to optimize and get a Feat 10 out of the 10th-level selection.

For other choices I see equivalencies, so no change (e.g., both Universalized and Unified Magical Theory provide an extra 1st-rank spell in spellbook).

I believe that's it. There will probably be a lot that works differently during play (most of all cantrips), but his new choices are pretty straightfoward.

Updating his profile within the next 10-20 minutes.


| Strange Aeons | Hell's Rebels | ◆◇↻

Hero Points reset in a week


LG Male Medium Dwarf Fighter 11 (He/Him) | HP 164/164 (Resist: Slashing 4)| AC 33 (34 with shield) | F +21 [Battle Hardened] R +18 W[+19 vs. emotion] +20 | Perc +21 (+23 for init) | Speed 25ft | Spells 1st: Sure Strike, Sure Strike 2nd: Mirror Image 3rd: Time Jump Helm: 2/2| Class DC 30

Kolgradd's updated now, it was mostly just renames for him. Slam Down sounds much more like a feat for a Dance Warrior archetype, but whatever :)

I went with School of Ars Grammatica for the dedication. I'm probably not going to take any wizard feats so it's unlikely to make any difference, but I like the imagery of runes and wards.


| Strange Aeons | Hell's Rebels | ◆◇↻

Sorry, is the posting lull because I’m leaving things too open-ended with what to do, or is it because the Americans here are still on “thanksgiving break brain”?


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Wanted to give others a chance to try something with Mun, and/or for Kolgradd to declare what he noticed. Otherwise I can do another post tonight.


LG Male Medium Dwarf Fighter 11 (He/Him) | HP 164/164 (Resist: Slashing 4)| AC 33 (34 with shield) | F +21 [Battle Hardened] R +18 W[+19 vs. emotion] +20 | Perc +21 (+23 for init) | Speed 25ft | Spells 1st: Sure Strike, Sure Strike 2nd: Mirror Image 3rd: Time Jump Helm: 2/2| Class DC 30

I also wanted to give Boodiddly and Shohreh a chance to react after the fight before doing anything drastic.


| Strange Aeons | Hell's Rebels | ◆◇↻

Hero Points have reset


Female Changeling Cleric 11 | HP 111/140 | AC 28 | F: +19, R: +20, W: +24 (Resolute) | Perc: +21, Stealth: +17 | Speed 30ft | Font: 5/5 | Hero Points: 1/3 | Focus Pool: 1/1 | Staff Charges: 6/6 | Reactions: Blood Vendetta | Conditions: Vital Beacon (5d10)

Sorry guys, got COVID (round 2!) and it was not a fun time.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Sorry to hear. Hope you're feeling better!


| Strange Aeons | Hell's Rebels | ◆◇↻

Request for Jevar: could you include your proficiency rank for your skills? Makes it easier for me when I don't have to reverse-calculate if your trained, expert, etc.

Also, Kolgradd, could you put your class DC in both your character sheet and your hotbar? With your crit spec having a save against your class DC it'll be nice to not have to calculate it every time.

ALSO also, Kolgradd, I did give everyone a pseudo-rebuild with the remaster. I'll let you move around your ability boosts if you want. That way you could actually, y'know, have a +6 in your Strength.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

sure thing, will try to make it a habit.


LG Male Medium Dwarf Fighter 11 (He/Him) | HP 164/164 (Resist: Slashing 4)| AC 33 (34 with shield) | F +21 [Battle Hardened] R +18 W[+19 vs. emotion] +20 | Perc +21 (+23 for init) | Speed 25ft | Spells 1st: Sure Strike, Sure Strike 2nd: Mirror Image 3rd: Time Jump Helm: 2/2| Class DC 30

Sorry for the delay everyone, I've been struggling to find time this week.

Quote:


ALSO also, Kolgradd, I did give everyone a pseudo-rebuild with the remaster. I'll let you move around your ability boosts if you want. That way you could actually, y'know, have a +6 in your Strength.

Thank you but I'm happy with them as they are


| Strange Aeons | Hell's Rebels | ◆◇↻

I'm also gonna give Kolgradd a Hero Point for tanking the majority of the abomination's stuff (I dunno; I'm trying to get better about giving Hero Points out).


| Strange Aeons | Hell's Rebels | ◆◇↻
Kolgradd Thunderiron wrote:

Kolgradd's mind detaches from his currently reality and wonders if that acid might be useful for deep cleaning his armour later, and where he might be able to buy some new clothes. Trying not to think about it too much, he slips out of the thing's grasp and strikes out at it.

◆ Escape
◆ Fly Down 5 feet and to the side, hopefully that's bless aura and threatening the thing but not Shohreh and not in splash range. If not and such a location exists, there instead!
◆ Strike
[dice=Long Hammer, Bless]1d20+22+1
[dice=Bludgeoning]3d8+8 [dice=Cold]1d6 [dice=Fire]1d6

Slight note on order of operations here: while you do automatically succeed at the Escape attempt, the Escape action still has the attack trait and contributes toward MAP, so you'd want to do the Strike FIRST and THEN Escape. Obviously when I resolve your turn in my next post I'll do just that, but I thought I'd at least point it out.


| Strange Aeons | Hell's Rebels | ◆◇↻
GM Xavier Kahlvet wrote:
Kolgradd Thunderiron wrote:

Kolgradd's mind detaches from his currently reality and wonders if that acid might be useful for deep cleaning his armour later, and where he might be able to buy some new clothes. Trying not to think about it too much, he slips out of the thing's grasp and strikes out at it.

◆ Escape
◆ Fly Down 5 feet and to the side, hopefully that's bless aura and threatening the thing but not Shohreh and not in splash range. If not and such a location exists, there instead!
◆ Strike
[dice=Long Hammer, Bless]1d20+22+1
[dice=Bludgeoning]3d8+8 [dice=Cold]1d6 [dice=Fire]1d6

Slight note on order of operations here: while you do automatically succeed at the Escape attempt, the Escape action still has the attack trait and contributes toward MAP, so you'd want to do the Strike FIRST and THEN Escape. Obviously when I resolve your turn in my next post I'll do just that, but I thought I'd at least point it out.

Oh duh. Kolgradd's restrained, so he HAS to do the Escape first. Well, I'll just change it to an Advantageous Assault (since I specified earlier that it's a valid target).

I also just realized that I misread Kolgradd's Fort as being +30 for the Sucking Maw save??? Ah well, he has Battle Hardened, so it didn't change the outcome at all.


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| Strange Aeons | Hell's Rebels | ◆◇↻

First of all, Hero Point to Kolgradd for tanking the abomination’s attacks.

Secondly: I’m aware that we are in the middle of the “12 days of Christmas,” so people will likely have a lot more going on in their offline lives, so I completely understand that the coming days will be a lot slower when it comes to posting and whatnot. No big deal. Spend time with your families.


Female Changeling Cleric 11 | HP 111/140 | AC 28 | F: +19, R: +20, W: +24 (Resolute) | Perc: +21, Stealth: +17 | Speed 30ft | Font: 5/5 | Hero Points: 1/3 | Focus Pool: 1/1 | Staff Charges: 6/6 | Reactions: Blood Vendetta | Conditions: Vital Beacon (5d10)

Reminder to Kolgradd that I have vital beacon up, so you can Interact to tap me on the shoulder for 4d8 healing.


| Strange Aeons | Hell's Rebels | ◆◇↻

First of all: Merry Christmas! Please spend time with your families and loved ones; we’ll still be here when you get back.

Secondly: Hero Point to Kolgradd because this thing REALLY doesn’t like you XD

Thirdly: Hero Points reset in a week


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

I'm not sure if this is truly a change from old CRB to remastered rules or just a change in the herolab software, but Jevar had previously obtained the crafting formula for Vaccine. It appears Vaccine formulae are specific to disease strains, and so he has to pick one for that formula (and can acquire additional vaccine formulae in the future).

Given our current level and the theme of this AP, Brain Worms seems like a good choice.


| Strange Aeons | Hell's Rebels | ◆◇↻

Hero Points have reset

And I guess I should’ve been clearer: I’m giving y’all the chance to plan out your next course of action, because the dungeoncrawl through Mun’s home is now done.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

I generally got the "next move" prompt, just wanted to quickly check on upper attic. I take it there's nothing notable there.


| Strange Aeons | Hell's Rebels | ◆◇↻

Nothing else notable.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Jevar level 11

General feat Incredible investiture
Skill Stealth to Expert
Spells (Rank 6) Chain Lightning, Disintegrate

Will work on purchases.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

I have scrolls to learn/transcribe but I presume we're hurrying to Katheer.

One of those is teleport, and actually...

If it would take us a couple of days to find a caster we could maybe save the gold.

Jevar can prepare 2 per day, and cast 3 per day using arcane bond.

That's 300 miles per day (he can take up to four other targets per casting -- I presume our paying per character would be service mages milking the fee).

Two days to get to Katheer with one overnight in between.

With magical shorthand he only needs an hour to learn it.

Any problem with that logic/plan GM?


LG Male Medium Dwarf Fighter 11 (He/Him) | HP 164/164 (Resist: Slashing 4)| AC 33 (34 with shield) | F +21 [Battle Hardened] R +18 W[+19 vs. emotion] +20 | Perc +21 (+23 for init) | Speed 25ft | Spells 1st: Sure Strike, Sure Strike 2nd: Mirror Image 3rd: Time Jump Helm: 2/2| Class DC 30

Kolgradd Level 11:

Skill Increase - Acrobatics to Expert
General Feat - Cat Fall (No more falling prone after dropping 10 feet!)
Armor Expertise - He now gets Resist Slashing 4 from his armour (2 for potency + 2 for heavy), and his AC goes up to 33 or 34 with his shield \o/
Fighter Expertise - His class DC has gone up to 30, which will be handy for those crits

For purchases I've gone with:

Desolation Locket (attached to armour) - I don't know that this is that useful, but the flavour fits too well. It will give him an effective extra +1 to saves against emotion effects.

Bracelet of Dashing
Some manacles just in case
2 scrolls of Fly


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Purchases so far: Superb Repair Kit, Infiltrator Thieve's Tools

Still need to decide on bigger purchases. Will do that tonight, but interested to hear if there are problems with the above plan.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Rings of Wizardry are uncommon. Are they available here locally?


| Strange Aeons | Hell's Rebels | ◆◇↻

Couple of things:

Shohreh’s player is…a bit MIA at the moment. I don’t have the full context of what’s going on with them, but based on what context I DO have…it’s quite a bit of personal stuff. I’m trying to get in contact now, but I just thought I’d let y’all know.

Jevar Shadowmantle wrote:

I have scrolls to learn/transcribe but I presume we're hurrying to Katheer.

One of those is teleport, and actually...

If it would take us a couple of days to find a caster we could maybe save the gold.

Jevar can prepare 2 per day, and cast 3 per day using arcane bond.

That's 300 miles per day (he can take up to four other targets per casting -- I presume our paying per character would be service mages milking the fee).

Two days to get to Katheer with one overnight in between.

With magical shorthand he only needs an hour to learn it.

Any problem with that logic/plan GM?

I am 100% okay with that plan. The general gist is that I want an excuse to handwave the traveling to Katheer. If you do want to save the money, then Each PC will get an extra 100 gp. However, I THINK the way Drain Bonded Item works is that it requires you to be able to cast it during the next turn, so I don’t think you’d be able to use it for a spell that takes longer than 3 actions to cast.

Jevar Shadowmantle wrote:
Rings of Wizardry are uncommon. Are they available here locally?

No in Cassomir, but yes in Katheer.

Kolgradd Thunderiron wrote:
Armor Expertise - He now gets Resist Slashing 4 from his armour (2 for potency + 2 for heavy), and his AC goes up to 33 or 34 with his shield \o/

Huh. Today I learned that fighters ALSO get armor specialization. Thought only champions and the sentinel archetype get that.

Also, could you move things around and put the slashing resistance either next to your HP or next to your AC? I just know that if it’s at the very end of your statline then I’ll forget you have it.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none
Player Core wrote:
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

I think it's simply any spell you've already expended from your preparations (so it has to be something you cast that day, not just anything from your spellbook, but otherwise can be anytime later). So there shouldn't be a "next" turn. "Current" turn, I think, just means casting has to be in the same turn you execute drain (but that's a free action, so meh?)


Female Changeling Cleric 11 | HP 111/140 | AC 28 | F: +19, R: +20, W: +24 (Resolute) | Perc: +21, Stealth: +17 | Speed 30ft | Font: 5/5 | Hero Points: 1/3 | Focus Pool: 1/1 | Staff Charges: 6/6 | Reactions: Blood Vendetta | Conditions: Vital Beacon (5d10)

Hey everyone,

Still alive! I've been struggling with a major depressive phase coupled with some actually bad stuff going on IRL. I struggle with whether to come back or just drop out (semi-)gracefully, and I would like to continue if it's all right with y'all. I know it's been frustrating with how much trouble I've had lately.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F +16 R +20 W +19 | Perc +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [1][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none
Shohreh Kassar wrote:
Still alive!

Good!

Sorry to hear about the rough go. As far as I'm concerned, you're always welcome back. I'd like you to continue, especially if it somehow helps with or distracts from the other stuff.


| Strange Aeons | Hell's Rebels | ◆◇↻

Correction from before, since I did some math wrong: Y'all ACTUALLY each get 1032.5 gp from this selling of stuff.

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